Ministry of Magic
Stepping from the Payphone Booth Dominated by its peacock-blue ceiling, a heavenly notice board upon which golden symbols flow into different shapes, the Ministry's Atrium screams of opulence and wealth. The Ministry is the only place within the Wizarding world where the Owlet Dispatch Network is unable to operate in, due to ministerial regulations.
Along the polished dark wood walls of the Atrium are gilded fireplaces that breathe green fire. Part of the Floo Network, these fireplaces are the entrances/exits of a special ride that starts at one point and ends in a completely different location.
Halfway down the long hall of the Atrium, towers the golden centrepiece of the Fountain of Magical Brethren, where coins can be tossed into and wishes made. Behind the golden gates at the far end of the Atrium stand several lifts guarded by wrought golden grilles, which will slide open to allow passengers in. Sliding close with a crash, the lift would ascend slowly, with loud groans of metal and rattling of chains.
A cool female voice would announce the floor level and the Ministry departments on that floor. The Atrium is on the eighth level and unlike Muggle buildings, the higher it rises, the lower the number announced. Two floors above the Atrium would be level six, Department of Magical Transport. People alighting at this level would be able to take the Apparition test.
In the Apparition Test Centre, people taking the test would be directed to stand at specific spots and instructed to concentrate on Apparating into big hoops, laid nearby on the floor. As the testees attempt to Apparate, the testing chamber would be plunged into darkness as pumps and valves work to rapidly increase the pressure in the room, simulating the feeling of being squeezed on all sides.
With a loud crack, the light comes on abruptly and the air pressure returns to normal. As the disorientated testees regain their senses, they would
notice that they are now within the hoops they were supposed to Apparate into. Under the cover of darkness, the original hoops would sink into the floor, while hoops hidden in the floor would rise up to encircle each testee's feet. The walls of the chamber would also move, encouraging the illusion to teleporting through space.
After collecting certificates proving successful attainment of a "Licence to Apparate", visitors would proceed back to the lifts. At level two, Department of Magical Law Enforcement, the lift leads into a corridor lined with doors. Heavy oak doors open into a cluttered, open area divided into cubicles.
Buzzing with talk and laughter, bored Aurors would play pranks on each other, treating visitors to light shows and jaw-dropping tricks. Aurors would also teach visitors the art of sending interdepartmental memos, pale violet paper airplanes bearing the Ministry of Magic stamp on its wings. Made of a stiff tensile material, correctly angling and throwing the airplane at a precise spot would allow the plane to catch and drift along a current of air that flows around the department.
Moving from the Auror Headquarters and into a shabby corridor, visitors would end up at the department of the Misuse of Muggle Artifacts. Here, visitors can rent enchanted armchairs. Its broad base hides a small aero engine and the skirt of its cover acts to trap a cushion of air under the seat. On one side of the chair is a clutch, allowing it to accelerate, brake or hover on the spot.
Maneuvering the clutch and a wand rigged to the other side of the chair like a joystick, the person in the chair is able to operate the armchair as a one-seater hovercraft. The self-operating device can be disabled to allow a companion to steer the chair from behind, like one would a conventional wheelchair. Ramps and walkways crisscrossing the Wizarding world facilitates the smooth traversing of the armchairs within the theme park.
Leaving the second floor, visitors could follow the lift all the way down to the ninth floor, the Department of Mysteries. Past the closed door of the department and down a flight of steps (ramp built on one side), would lead them into a corridor with rough stone walls and torches in brackets. Feeling much like a dungeon, the heavy wooden doors with iron bolts and keyholes, all open into courtrooms, where visitors might stumble into criminal trials in progress.
Visitors might end up as spectators or even called upon to vote on a verdict. If the verdict and/or sentencing delivered is harsh, the trial might end in an exciting attempted breakout or rescue. Visitors might choose to either aid or hinder the attempt :)
Along the polished dark wood walls of the Atrium are gilded fireplaces that breathe green fire. Part of the Floo Network, these fireplaces are the entrances/exits of a special ride that starts at one point and ends in a completely different location.
Halfway down the long hall of the Atrium, towers the golden centrepiece of the Fountain of Magical Brethren, where coins can be tossed into and wishes made. Behind the golden gates at the far end of the Atrium stand several lifts guarded by wrought golden grilles, which will slide open to allow passengers in. Sliding close with a crash, the lift would ascend slowly, with loud groans of metal and rattling of chains.
A cool female voice would announce the floor level and the Ministry departments on that floor. The Atrium is on the eighth level and unlike Muggle buildings, the higher it rises, the lower the number announced. Two floors above the Atrium would be level six, Department of Magical Transport. People alighting at this level would be able to take the Apparition test.
In the Apparition Test Centre, people taking the test would be directed to stand at specific spots and instructed to concentrate on Apparating into big hoops, laid nearby on the floor. As the testees attempt to Apparate, the testing chamber would be plunged into darkness as pumps and valves work to rapidly increase the pressure in the room, simulating the feeling of being squeezed on all sides.
With a loud crack, the light comes on abruptly and the air pressure returns to normal. As the disorientated testees regain their senses, they would
notice that they are now within the hoops they were supposed to Apparate into. Under the cover of darkness, the original hoops would sink into the floor, while hoops hidden in the floor would rise up to encircle each testee's feet. The walls of the chamber would also move, encouraging the illusion to teleporting through space.
After collecting certificates proving successful attainment of a "Licence to Apparate", visitors would proceed back to the lifts. At level two, Department of Magical Law Enforcement, the lift leads into a corridor lined with doors. Heavy oak doors open into a cluttered, open area divided into cubicles.
Buzzing with talk and laughter, bored Aurors would play pranks on each other, treating visitors to light shows and jaw-dropping tricks. Aurors would also teach visitors the art of sending interdepartmental memos, pale violet paper airplanes bearing the Ministry of Magic stamp on its wings. Made of a stiff tensile material, correctly angling and throwing the airplane at a precise spot would allow the plane to catch and drift along a current of air that flows around the department.
Moving from the Auror Headquarters and into a shabby corridor, visitors would end up at the department of the Misuse of Muggle Artifacts. Here, visitors can rent enchanted armchairs. Its broad base hides a small aero engine and the skirt of its cover acts to trap a cushion of air under the seat. On one side of the chair is a clutch, allowing it to accelerate, brake or hover on the spot.
Maneuvering the clutch and a wand rigged to the other side of the chair like a joystick, the person in the chair is able to operate the armchair as a one-seater hovercraft. The self-operating device can be disabled to allow a companion to steer the chair from behind, like one would a conventional wheelchair. Ramps and walkways crisscrossing the Wizarding world facilitates the smooth traversing of the armchairs within the theme park.
Leaving the second floor, visitors could follow the lift all the way down to the ninth floor, the Department of Mysteries. Past the closed door of the department and down a flight of steps (ramp built on one side), would lead them into a corridor with rough stone walls and torches in brackets. Feeling much like a dungeon, the heavy wooden doors with iron bolts and keyholes, all open into courtrooms, where visitors might stumble into criminal trials in progress.
Visitors might end up as spectators or even called upon to vote on a verdict. If the verdict and/or sentencing delivered is harsh, the trial might end in an exciting attempted breakout or rescue. Visitors might choose to either aid or hinder the attempt :)